#reforger_samples
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open the dropdown above your games in steam and press Tools
then you can download server and also tools if needed
Im having a go at rigging a model according to the sample weapon. However when i parent my trigger to the correct bone, the trigger moves. Any ideas?
are you using blender?
yea
- click on main weapon (root) bone, edit mode, make new bone, attach bone to vertex group (bone and vertex name have to be the same) via object modifier, parent trigger bone to main weapon (root) bone, your good to go
Are you sure about that? The sample does not use vertex groups
oh, for reforger idk, maybe different procedure
Its just parenting it seems
Still trying to figure this out as well. I try to add existing when I first launch the tools but it doesn't appear in the browser
@loud wraith reforger samples documentation is not out yet, according to one of devs, it may be out tomorrow, once thats out, we will know more ๐
True ๐
well, Megadeth, without documentation, my guesstimate is im right, because that is how blender works
I can try it
Got colliders, memory and lods working atm
only the rigging is missing atm
we're really gonna need some tutorials, once we get them i think this is gonna be great
You think? besides having to rig everything and the lack of proxies, doesn't seem very much different than dayz
as for work on the model, cause putting it in game looks a whole new adventure
In DayZ when making a gun all you had to do was create the selections you didn't have to rig things
You'd just copy the selections that were assigned to bones in the models you were inheriting from
And when you inherit from those models your custom guns would behave the same way
it was pretty simple.
I was hoping that would be possible here
exactly, you have to rig everything now, at least looks like it, i mostly focus on vehicles so the car sample is giving me quite the headache
I'm not so sure you actually will have to, yet.
I may be completely wrong
If you do, that may not be that bad anyways just assign bones to the parts that move and you should be good.
what i don't get is how the proxies are handled now, in the car sample all the glass windows are separate models but they're not linked to the main model in any way, at least not in the model itself
My biggest issue CURRENTLY is the complete lack of understanding of how I'd even create a mod in the first place. i have workbench, i have a project file. I don't really understand how to create a config to define stuff yet.
Like i couldn't even make a useless item right now
same, i can't get the samples to work or test in game either
i have samples but
the samples make no sense to me
i don't know what to make of them
it's SO alien.
open them via workbenchj, each sample folder is basically a mod
I was going to attempt a simple retexture of the BDU uniform
but i can't even do that
If you've ever used dabs mod setup for workbench the idea is pretty similar
I never used workbench for dayz
I do it the old fashioned way
notepad++ and object builder
what i don't get is how, once i open said mod, test it in game. there's no packing process and such it should be straightforward in workbench
same lol
github samples page looks like it is gone?
anyone figure out how to get the samples workin
LETS FUCKING GGOO
Any samples or documentation on how to setup a custom mission?
Not yet
Probably on its way
Give them a few days to release all the documentation ๐
I tried to open up the sample vehicle, Identity authentication failed - Error Code=401 I am getting this in the consol. Any idea how to clear this?
same with weapon sample
Frustrating hey! I got a few hours to kill and learn but not documentation. I see others having some success
that's a login problem, not a sample problem
you should be fine to just ignore it as long as it doesn't stop you from going any further
I assume this would only be a problem when I go to upload a mod
yup, should be
Thanks @cedar oar
Would I be right to assume, all the modelling work, texturing, named properties and animations are now to be done using blender and then using workbench to simply import the model into the game.
Yes pretty much
Has anyone managed to get to the bottom of weapon sample? Where is the config part of it where you define ROF, accuracy and gameplay stuff like that?
I kinda like it
all the magic happens inside the prefab
and the misc components of the prefab
got it
the big one is WeaponComponent->MuzzleComponent
I'm just exploring it
defines fire mods and all that
seems like ROF is defined by animation? ๐ค
nah, defined in the fire modes
If I want to look at the model in game, clicking play does nothing. Configure world tool shows the executable as game.exe, does this need changing
AR samples at github https://github.com/BohemiaInteractive/Arma-Reforger-Samples
Are there any plans for having .3ds samples to match the existing blender ones?
Anyone figured out how to export the memlods from blender (Empties)?
how can i import a mission into the game (local, without publish)
i followed https://community.bistudio.com/wiki/Arma_Reforger:Capture_%26_Hold_Setup#In-Game_Test but it doesn't show up ingame. i can play it in the editor tho
is there a special location it needs to be safed to?
hey ! I've open the SampleMod_NewWeapon but when i want to test in world editor i dont see the Assets_Showcase_Base.ent .
Can you help me ?
When I add a sample project to workbench, it has the proper thumbnail and all, but when I open it in workbench none of the subfolders and files are in it.
It seems I can work around it though by making a new project and copying the files into it rather than adding the existing project
It seems the character templates armature could be broken
Mine errors when I export out saying its gimbal locked but not sure if that is due to them scaling it at some point.
armature bone is added by Blender
how to get western uniform prefab cus in the samples their only eastern
Duplicate the m72 prefab?
m81 camo uniform prefab?
the M81 and how because the tool shows me protected files are those the game or downloaded with tool
You can make a prefab with just a meshObject load in the xob and your overwrite texture.
No, you can not export the xob into substance to make that texture afaik.
will try that what u told me cus i m new to this kind of work i m used to arma 3 simple modding
hey ! I've open the SampleMod_NewWeapon but when i want to test in world editor i dont see the Assets_Showcase_Base.ent .
Can you help me ?
pretty sure that if you open SampleMod_Main you'll have every other samplemod available in the editor, should be able to find the world that way
How can i access the Promet sample weapon in reforger
i have downloaded the mod via the workshop
can't find it in the arsenal
sorry what i read is i need to use substance painter to retexture model ?
why when i import the new character headgear sample the bones arent processed?
go to import settings, and check "eport skinning" and "export scene hierarchy" and then hit the reimport button
ty
and how can i adjust the bones to the model?
when imported the model isnt where i let it
Did you enable skinning etc in your import settings on the tools?
yes
Unknown then, if you enabled the options in the workbench and then reimported
:c
when importing i have a warning: RESOURCES (W): Missing some mesh skinning weights (Object_LOD0). Weighting them to root.
RESOURCES (W): Missing some mesh skinning weights (Object_LOD1). Weighting them to root.
maybe its that
Probably is, generally errors can help solve issues. Are you 3ds max or Blender?
blender
i have the weights made on blender
i dont know why they arent imported on enfusion
Someone mentioned the bones being broken on Blender? I can't remember. Have a look through the model maker channel. Lot of questions and answers.
Someone just put up a fixed blend file for the skele issue
Yeah saw that, from Quebec I think. Not in this channel so hopefully @oblique ferry sees it on the other channel.
what is a sample?
It's a basic example mod that is for us to open outside of the toolkit, to see how things work within the engine (skeleton rig, pivots, collision meshes, materials etc etc).
There is an error in the Samples of faces and their UVmaps.
There are three different heads with different UVmaps.
1 is present in Character_Template.fbx and Character_Rigify_Example.blend
2 is present in the Head_Template.fbx that belongs to Assets/Characters/Basebody/Basebody/Basebody_Male_Head_01.xob
3 the faces that appear in ArmA Reforger are not any of the two previous ones...
They are the Assets/Characters/Heads/Head_White_02/Data/Head_White_02_BCR.edds (for example) that belong to Assets/Characters/Heads/Heads/Head_White_02/Head_White_02.xob
Where can I get this face in .FBX to be able to work correctly in ArmA Reforger faces and textures?
Example images: https://imgur.com/a/X7JHRgW
you should use Head_Template.fbx
Character_Template.fbx is headless, so I'm not sure how you got UVs for head there
ah, but I see, it has different UVs - I would have to ask if it is possible to share that model
head was more supposed to help with rigging helmets/facewear rather than for face retextures but perhaps that can be changed
A homogeneity would be appreciated, it is an aspect to always highlight in the ArmA series.
It's a small detail, I always liked to work on the faces and heads for ArmA.
Thanks for your reply @wooden valve.
blender file for the new car sample too pls if possible ๐
Eh... I'm probably being really dumb but how do you actually download the samples from Github?
Anytime I've had to download something from Github, I usually just have to click the releases bit on the right side
Click the pinned link, then the green Code button, then Download ZIP.
then unzip into a folder
That will download the current branch as a zip file
and boom you have what you need lol
Thanks
What's the difference between ModdedWeapon, and New Weapon in the Samples
https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Modding modded weapon mods existing weapon
https://community.bistudio.com/wiki/Arma_Reforger:Weapon_Creation new weapon adds new weapon (which didn't exist in game)
seems like the sample new weapon is not present in any of the ammo boxes
adding it to the loadout manager thing i think is separate
it adds some entries to the loadout lists of all factions
i dont know why it wont show up
Do an override copy of the us arsenal and add it to the list of items?
It's not indeed, there is bug in arsenal so you have to apply workaround
changing the item mode on the arsenal config to the proper one seemed to do the trick for the rifle itself and the attachments
I was also able to add the foregrip it comes with (it doesn't really do much since it has no animation stuff associated with it)
I was not able to get the magazine in it tho
the item modes for the mod prefabs are all set to "Default" normally
Workaround is set both parameters - type and mode - again in config so you see bold text
If you set again rifle in the config, then it will appear in arsenal
I believe the ik offset for the new weapon sample is broken. In comparison to the read-only ones, its half sunken in to the ground.
even tho they are 'default' by default i had to select 'default' option manually because when i was adding vests and left that with actual default value then they wouldn show up in the arsenal
Is there a reason to use the Sample Weapon over just modifying an existing gun like the M16? I found some of the Sample Weapon stuff is broken animation wise, so had to just do everything based around the M16 for my Thompson Mod, which worked great.
I haven't checked out the sample yet but I assume the m16 couold work. I think the main purpose of providing the new weapon is to make the process easier (players dont need to go make/find a model for the tutorial).
You are 100% right. In theory the "Sample weapon" should just be the AK or the M16. That way it would be easy to understand how the base content was made. Unfortunately, bohemia's really tight on making in-game content accessible. So they do stuff like the "sample" weapon.
I hope we can get an updated Sample Weapon project file that is working correctly, or at the very least get the M16 files as the sample. I know they want to protect stuff, but the current sample is unfinished/broken and you can spend a lot of time trying to fix it but there is nothing to learn properly off of because the learning material is partly broke.
It's enough to get started, but things look jank if you use the Sample Gun as the prefab template.
Vanilla animations were made in motion builder so I'm afraid that wouldn't change anything
Basically none of the animators are using blender so sample weapon was created to enable and verify flow which community could use without 2k dollars on extra software
That's fair
Some of the sample stuff in Sample Weapon are still broken which makes it difficult to figure out the right way to do things #enfusion_animation message
Sprinting looks weird too because the gun position itself just decides to shift away. I'm not sure what the exact causes of these issues are, but it would be extremely helpful if we could get those things resolved, or at least explained out so we can avoid them. Who knows, somebody may of already figured it out, but it's hard to build off the sample due to them.
Yes, I'm aware of that. We will be working to resolve those issues one by one so hopefully it will be clear to everyone how to make reload anims
Awesome โค๏ธ Thank you. Glad to hear it's on the list.
for arma 3, the sample wrapon is a low poly MX rifle with its GL, they could have done the same here
also good to see that you guys are working on it reyhard, can't wait until it's good to go so i can do some anims
so you would prefer low poly m16 without animations and blend file? ๐ค
wat ?
like, there is no magic thing in vanilla models which would suddenly make learning process a breeze - it is quite complex system
oh i know that, i was just thinking that the sample animq in the weapon sample pack were probable bugged because the bone location is different
I don't think that is the issue - it seems to be more bug in TXA exporter in plugin
it needs to be investigated and probably it will be fixed
ah alright
No, not low poly. The absolute best thing would be that the editable sample content that is 1:1 with base in game content.
For example, If you somehow deleted the M16 from the game. These hypothetical sample files should contain necessary information to re-add it. It shouldn't be of a depreciated quality or missing any details like animations sound, etc. By having the tutorial content line up 1:1 within game content, users don't have to extrapolate or presume the differences. It immediately sets the expectation with users oh what files they will need, why they need them, what size a complete weapon mod for one weapon would become etc.
that wouldn't be possible because animations are created in Motion Builder
Is that more because there isnt an import plugin for the .txa animation files? Or is that because there isn't an import for enfusion animation graph files to blenders equivalent (animation nodes) so the additive animations could be displayed outside of motion builder accurately? Or both? ๐
It's more because all animators are using Motion Builder and the whole pipeline is done around it. Motion Builder is afaik used because it is really good at processing motion capture but not only
That's fair. How far down the pipeline is the documentation for/ability to create animations in motion builder? I believe blender users will be able to better understand how to compensate if they know what the devs are doing
Not sure, first Blender animation pipeline documentation has to be released
Will there be any 3DS Max documentation as well for animations?
i doubt it, considering most tools are available for blender, but i also need to check an export, i would assume is pretty straight forwards, considering the file transfer format is .FBX
and yes, i am also an old fart 3ds max daily user
I mean, As long as its as simple as exporting FBX's and such, I'm fine with that, I just don't know where to start with something like, Making a custom animations for custom weapons etc. The samples don't really seem geared towards that yet, So just curious if there were going to be any Max documentation. I know blender is going to be the dominate platform for 3d software, but us Max users exist too. xD
i would say documentation for that will be user not dev generated
Does anyone have an idea why the sample mod "new faction" doesn't allow me to choose textures from anywhere else but the headgear folder? All the other folders like Uniform, Footwear, etc. are not visible in the menu when I'm choosing a texture file
i think they are talking about headgear is the only folder with BCR files idk if that is what they are talking about
I wonder if anyone could port the blender character sample to 3dsmax with all the bones, I would do it but blender hates my rx570
I cannot get them to show up in the 'create' list (even though they are copying other scripts)
There is a sample character with all bones in the samples as an fbx file. Seems to include all bones, just hit the excess LOD components and the utm components (fire geometry colliders) etc. It seems to work if you are careful and patient. Someone may have a better fbx sample character but the one from the devs does have all pieces, just has no head but that is easy fixed by bring sample head fbx in as well.
Good luck, a lot of info is as some have pointed out, geared to free folk and not folk who have forked out a decent amount of dosh.
how do you get the sample factions to be hostile?
cant find the setting anywhere
do i need to set up a custom AI bt?
Is there an error with the naming of the BI sample "SampleMod_NewCar" collider UBX_MainCol_02 in it's .fbx?
By using a "UBX" identifier, it loses the angled shape when imported to .xob.
Presumably it should have been named "UCX" or "UTM"?
Id say your right as UBX from what i've seen has to be a rectangular cuboid and that isnt, UCX would make the most sense imo as its a convex shape
Well spotted! I will fix it
hey dad, can you point me to where faction allegiance is set up? my redfor sample faction isn't engaging in combat
Dad? 
dont make me add a dy to it ๐
right now there are 3 factionallegiance component values that are accepted -> USSR, US, and FIA
idk how to add another
where are you trying to modify those params? In character/conflict/group?
character component!
there is no factionallegiance component?
sorry FactionAffiliationComponent
Im glad these guides are being released! Thanks!
it is missing pictures (those will be added in upcoming hours) + segment about using some editor plugins is not possible to accomplish since some data is missing from the game
Listen to "wish you were gay" from the debut album โWHEN WE ALL FALL ASLEEP, WHERE DO WE GO?โ, out now: http://smarturl.it/BILLIEALBUM
Follow Billie Eilish:
Instagram: https://BillieEilish.lnk.to/Instagram
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Em...
lol
np
Hello! Are there any map examples to make a map from asc files or something?
In this document it has this
"ย Unlike in previous Arma titles made on Real Virtuality engine, characters in Reforger are no longer divided into few hardcoded sides but instead, faction system is used."
So if i understand correctly, we are no longer stuck using redfor, greenfor, and blufor and we can create our own side. Sorry for the dumb question but i just need to confirm
Yes this is correct
I imported the Character_Template.fbx file from the NewCharacter sample mod in blender, and the rig is all messed up
Anyone know how to fix it, and what the correct scale is?
Use the .blend one, linked up in here somewhere.
Anyone have a tutorial on how to properly adjust a weapon with blender or 3d max?
For anyone interested, yesterday there was update to samples - see following link for more details https://github.com/BohemiaInteractive/Arma-Reforger-Samples/commit/d5b9f49058c65054a5bc6b7f9ed1ad35e9fcd9cc
there is a problem on the New Car sample
the car only go to 20km/h
the car does not shift up
have you tried using turbo key? (left shift)
yes but normally, I'm supposed to be able to go over 20km/h without the turbo no?
ah, I see, that indeed needs to be tweaked.
Clearing roadblock on American map https://youtu.be/F0oJWMiHj_k
SET VIDEO QUALITY 1080p
Driving back to our base we came across an enemy roadblock targeting us.
How do I change the name of a vehicle?
in SCR_EditableVehicleComponent
there's a slot labeled name
for the case of the jeep the name is
#AR-Vehicle_M151A2_Open_Name
which is clearly referencing a fire or line within a file
where is this file and how can i make one for my vehicles
so they don't have the same name as existing ones (for modified vehicles)
ok so it turns out it's not a file at all
That's a string reference, you can put the name there (it will be the same for all languages) or you can use string references for different languages
https://youtu.be/X7kgGk1Mq4U this has enough info to help you. you just gotta overide to your file
Learn how to import audio, override default blueprints for arma reforger using enfusion engine
On the docs there's a tutorial on how to use string references
In case you want to use them
Give me a sec I get the link, I'm on a phone xD
aw awesome, thanks
okay, will do!
currently i'm chasing a texture problem
texture works in workbench and world editor but displays as a red and white checkerboard ingame
how can i make a new action for a vehicle?
i'm a bit lost
most specifically i'm attempting to make a working transfer case
for the jeep
(M151A2)
i'm just not sure how to actually change what an action context does when triggered
by the player
Check classes which inherit from ScriptedUserAction for references
I saw the helicopter prefab was deleted (it didn't had model, animations, and sound) but I want to know, as there's helicopter components, if I made a helicopter model, and I do the animations, if I check that prefab that was deleted, It would work?
Or I need to programme my own helicopter components?
okay, thanks!
collision is rotated and the bones are still messed up'
this is using the EnfusionTools importer
Still broken
Im sure the community would agree, If we could get a fixed rig in a tpose we would really appreciate it.
There is a working rig
It's pretty nice, I'm guessing the bone rotations are either by design or someone fucked up WAY early on and they just rolled with it.
Collision is rotated on purpose - when you import models to enfusion it will get automatically rotated to correct state
Enfusion importer is not importing skeletons correctly - use default one and uncheck any bone transformations (don't remember how it is called right now)
@thick yoke I need a skinning rig. Not an animation rig. I'll test again tomorrow.
Here you have Character_Template in Blender with "Automatic Bone Orientation" turned off
I appreciate it. I just assumed since the bones weren't symmetrical that it was messed up on import or export.
That skeleton was created in motion builder so that's why it looks so weird in blender. In autodesk software bones behave much differently compared to blender (there is no tail head concept)
It is also quite common way how character skeletons are made in game industry - see for instance unreal character skeleton
How do I get the samples into blender?
reject industry standards - use blender only ๐
I honestly find maya was easier for rigging but blender is easier for editing bones and meshes maybe it's just me being dumb but it works haha
Is there a Blend file for the Car Sample?
can i do custom buildings in arma reforge?
im noob with this stuff
but trying to learn
of course, you will need blender for models, colliders and bones though
bones?
You may need pivots or bones for hooking up windows and doors. It is possible to do it without bones, but its just quicker with them.
I will look after these topics, thx for the help ๐
is there a simple tl;dr on adding an asset to game master?
thanks, is the Source Directory that of the Addon or ArmaReforger?
Addon
can this be tested in-editor loading the game master world? yes
Are there any guides for making clothes? Or a sample that would fit - making clothes?
modelling clothes you mean?
or what precisely
I found something that would help me make clothes etc: #enfusion_resources message in #enfusion_resources - thanks for the reply PuFu.
will be great some sample creature (not human based) - like herbivore
just with only minimal setup (smaller animgraph as possible, few anims...), but with all needed properties to be able spawn in world
Are there plans to complete the animation set for the sample new weapon?
yes
Fantastic, thanks!
Any chances of a structure_sample being added to the list for people who want to start making their own buildings and such? Be nice to have a sample with all the bones for opening doors and such.
I'm trying to implement a pistol using the M9 animations. I'm having issues with parts being in the wrong place. Does anyone have the rig/help me rip the rig for M9/Makarov?
I tried to approximate it using orthographic view but it wasn't quite right
(3DS Max)
Is it advisable to go fully custom for the animations or is it planned to make a sample pistol? Belted MG? Or am I doing something wrong ๐
you should make pistol animations from scratch if you have custom skeleton
Is it possible to get the M9 skeleton? I had a look around and it seemed it was inside a proprietary filetype
no, it's not possible
in any case, unless pistol is copy of m9, you won't be able to use it 1:1 - position of the bone is also used to determine axis of rotation
so i.e. safety or trigger will be off
Ohh alright I see
It's likely tracked vehicles will end up as a sample soon โข๏ธ , but is there any info on whether they will be rigged with bones, maybe some sort of 'child array' or a tool being built specifically for them within enfusion?
no info at this time.
Haven't they said that tracked vehicles are not planed for Reforger?
not really, nope. They sort of said tanks are not currently planned, but could be some tracked apc being added nonetheless
did anyone here manage to create a new IK position for their gun? just opening the sample file and exporting with blender addon into .txa files does not work ingame
And you can already see some thumbnail pictures in engine files for M113 and Uh1 Huey
tracked veh would be big help for modders
seen, but thereโs a difference between having some thumbnails and actually saying that there will be tracked vehicles
Of course. But one can dream and have hopes ๐
Does reforger have any current support for tracked vehicles?
Like, itโs possible to make a tracked vehicle but thereโs no sample to look at
Like that?
no
well its likely possible to script one together like the helicopters have been done
but no engine side vehicle type at this time
Its there any sample of a launcher?
Am I going blind here, how do you download from GitHub ? ๐
hit the code button > download zip
thankyou ๐
hello
Anyone any idea where to see output of sample script plugin?
there are Print calls, but I don't see them in Console (in any of those)
Plugin is loaded, I see it in menu.
ahh, it is in main console
I have trouble with the steering poses on the new vehicle sample. When I import the fbx files to 3DS Max I don't get any skeleton; just a hierarchy unlinked bones; It's not possible to work with.
Those FBX files are mainly examples of FBX to ANM conversion - they don't have any working animation rig
How would you suggest I go about animating the riders of this bike? Car driving anims with IK looks janky AF lol. If I have the right rig I can do it in Max, but can it be done within Workbench's animation tools?
There is only Blender Animation rig https://github.com/BohemiaInteractive/Arma-Reforger-Samples/blob/main/SampleMod_NewCharacter/Assets/Characters/SampleCharacter/Character_AnimationRig_Example.blend available. If you want to create your CAT rig, then you can use this model to get basic skeleton https://github.com/BohemiaInteractive/Arma-Reforger-Samples/blob/main/SampleMod_NewCharacter/Assets/Characters/SampleCharacter/Character_Template.fbx
Maybe it's finally time to learn Blender... reasons growing every day
has anyone made a bolt action rifle prefab or a civilian partisan faction? I'm looking to make an irish war of independence (1920s) mod.
I donโt believe anyone has yet.